Mirrors Edge Level Design Challenges & Solutions



Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirrors Edge, and Brink will help answer this question, and many others.

Destruction Masking in Frostbite 2 using Volume Distance Fields


The rest of the talks in the course can be found here.

Talk in the Advances in Real-time Rendering course.

Bending the Graphics Pipeline



The rest of the talks in the course can be found here.

Talk in the Beyond Programmable Shading course.

Stylized Rendering in Battlefield Heroes



Talk in the Stylized Rendering in Games course.

A Real-time Radiosity Architecture



The other talks in the Advances in Real-time Rendering can be found here

Joint talk with DICE and Geomerics about real-time radiosity in Frostbite 2 using Enlighten. Part of the Advances in Real-time Rendering course.

5 Major Challenges in Interactive Rendering



The rest of the talks in the course can be found here.

Talk in the Beyond Programmable Shading course.

Publications

Art


Audio


Design


Engineering


Production

Rendering

Thesis


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